View Full Version : Clothing/Gear Animation on a Character.
Peace455 10-13-2002, 07:23 AM Hello
In recent attempts to give more to my characters than just bodies, legs, and Hands, I have put straps on them, dangling weapons etc.
My question is how can I animate this on a rigged mesh (in Maya). For this specific character I'm working with have a strap goind over his shoulder behind his back and back to the front again, and its held in place by a ring. At first I Binded the everything the character, srap, and ring. But then when started testing out the rigging the ring would move and for a metal ring to bend the way it did, isn't very realistic. I then flooded the ring, so that it wouldn't move with any joints, but then the straps go through the mesh and that messes everything up. At this point I'm not sure what to do, any advice would be greatful.
thanks
Peace455:wavey:
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wedge
10-13-2002, 09:56 AM
you could separate them from the mesh, and just use dynamics to keep them on the character rig. theres a video on the aliaswavefront website on how a woman at ILM did a techno-samurai robot that had all sorts of things dangling off... she used dynamics to have these things react to the model's motions.
Peace455
10-13-2002, 05:14 PM
Really?!!!
Do you know the name of the video?
that would be exactly what would help me.
I'm going to check their web site and see if I can find it.
thanks again.:buttrock:
Peace455
wedge
10-14-2002, 12:59 AM
it wasn't a tutorial video, just one of those customer demo reels. it really shows what can be done with maya dynamics, though.
ReD_MeRkIn
10-14-2002, 11:22 AM
i'm curious, what kind of simulation would you run?
MasonDoran
10-14-2002, 11:30 AM
they would be different kinds of constraints that require fields like gravity. There is free video tutorial on this...a sword and scabbard using constraints at www.gnomononline.com
MosaFacku
10-14-2002, 12:19 PM
sounds like you should read up on rigid body simulations... press the magic F1 button :) it could be tricky, but well worth it.
ReD_MeRkIn
10-15-2002, 08:55 AM
rigid bodies are fine for dangly bits, but what about belts, and straps? How would one go about simulating these bits?
bentllama
10-15-2002, 09:10 AM
Originally posted by ReD_MeRkIn
rigid bodies are fine for dangly bits, but what about belts, and straps? How would one go about simulating these bits?
an easy cheat would be to make them [the belt etc] separate objects...then bind them to spline IK and have locators that are children of clusters on the underlying mesh that the points on the spline IK are constrained too...you can then setup dynamics with the locators/objects that drive the spline IK or simply animate it by hand...
...just a thought [have not tried it though :)]
MosaFacku
10-15-2002, 01:31 PM
another solution could be:
you could make the belt a soft body, making the copy soft, and select the original, make it an active rigid body, then have your character a passive rigid body, also, select the particles from the soft body and the character, and go particles>make collide, then tweak out the goal weights on the soft body.... i didn't get a chance to try this with a character yet, only a sphere and an object that could have been a belt. tried it with a cylinder and results are sloppy, but could probably be cleaned up. oh yeah, throw on a gravity field so your particles dont go flyin all over the place. if u have a lot of time to tweak it out and clean it up, then this is another solution.
bentllama's suggestion seems like it would work really well. the splineIK route would be quicker and a lot easier. and if u decide to key the splineIK by hand, that would give u loads of control, something that you lose a lot of with dynamics.
later
:xtreme:
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